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Pranky Larry : the point & clik adventure.

Archive: 7 posts


Hi everyone,
This is my first true level on LBP2.

I'ts a classic point & click adventure game. You follow the middle comedic noire tale of private detective Pranky Larry.

Only a short part for now, to introduce gameplay mecanic and story.
I will do more bigger episodes with multiple ridlles, characters, dialogue and more.
The final product will be with many levels links. But be patient, i do all of this alone, so it takes some time.

Stay tune and tell me what you think of this first part.

lbp.me link : http://lbp.me/v/b11pt3

Bye.
2012-06-15 17:51:00

Author:
Zhibou
Posts: 14


got it queued!2012-06-15 19:08:00

Author:
megaextremist
Posts: 221


This sounds pretty sweet , adding it to my queue!2012-06-15 19:38:00

Author:
Pyrotrooper91
Posts: 337


Okay, I played your level, and here's my review. (Just like to say that I review while playing, so I'll usually type stuff down about certain things from beginning to end)

The level starts off with a nice opening, I do like the music and the red gooey letters used, although the 'I' in 'Desire' is pretty messy, and should be polished up some, but besides that, it's nice. the short opening with Larry and the lady is nice, but when the lady first speaks, sometimes her second line's sounds cut off the first line's sounds, although that's a very minute nitpick. I like the concept of pressing R1 to bring up the speech bubble, telling you what to do, but it's very difficult to read the thin, tiny letters. K mean, the controls aren't that complicated, but still, I do like the feature and wish it could be much easier to read. Maybe you could try experimenting it some more on making it bigger, and maybe bringing it to the left. While it may get in the way, it would be the player's choice to bring it up, and it doesn't stay up long, which can be a good thing.

Moving around works very nicely I must say, and guiding the foam finger is no sweat. It's also interesting talking with the different people in those brief cutscenes.Tapping on Annia a few times will get her to briefly talk to you, and then it shows you respond, although it focuses on the angle of the couch, assuming you'd be there when tapping on her with the finger. This is probably just a minimal nitpick, but maybe just have the subtitle response pop up, but not the angle? I do understand though if you want to keep the angle, to sort of hang onto that "point 'n click" feel, so no worries about that, just thought I'd bring that up.

Also, a scene activates when you get on the elevator. If Larry is on the edge of the elevator and is sort of pushed out as it moves, the AI is pretty good at trying to get back in, yet it can also result in his own death. Perhaps when you press on the elevator and the scene starts, maybe recording Larry's sackbot walking in, that way it's forced in the cutscene, so he can go down without dying. It's not like it's a game breaker since it changes scenes anyway, but I'm sure you want to avoid as many 'accidental deaths' as you can. (After talking with Bobby, trying to move over to the security guard can be a bit difficult, although for those playing, a good way to solve it is to bring the finger back in the middle layer, guide Bobby back to the elevator, and then press X when the finger is between the points where there's a wall in the way in the front layer.)

After speaking with the security guard, it seems to end there. Perhaps you could end the level there properly, as there was no scoreboard or fading out of the level.

THE GLITCHES.
------------------------------
1. After the opening scene, you're brought into your apartment room, free to move the foam finger that guides Larry all around the place. But if you move it over to the top-left corner, and move it upwards through that little hole where a checkpoint is I believe, it'll restart the opening intro.

2. In the car garage, it's very easy to escape the level with the foam finger. You can move the finger to the left where the elevator is, and if you keep moving, you can escape. You can also escape through the right of the security guard's office.

Overall, this was a fun level with a great point 'n click concept behind it. The info. bubble was a nice feature, yet was practically un-readable, so it didn't really have much of a purpose overall, but it'd be great to make that change. Guiding the foam finger around was easy and Larry was pretty responsive most of the time. Sure, there are a few things you can fix, but, a lot of them are minor details. Great job, I can't wait for the next parts. ^^
2012-06-17 16:54:00

Author:
Dragonvarsity
Posts: 5208


Thanks a lot for your detail review.

When i started to make the level, the pointer could not move through layers. I added the feature to allow me some fancy camera angles without the player be frustated by unresponsive click as he actually click next to what he wanted. I can't cheat with perpective.

For the elevator part, in fact I decided to make the player die (the hologramm contrilinator is destroyed). So I can teleport him trough the garage. I do'nt know yet how to teleport without the checpoint trick.

For all the texts parts, i got only one complete font type in my stickers collection. So I wrote everything with it, and it's tedious, I must admit that i got lazzy when i saw the 'thinking cloud" screw up.

The two glitches you mentioned can be explain with the post layer feature, i forgot to update the scenary with some black rubber border to prevent escaping.

For now i'm working on the second part, a shooter mini game. The next real part, will be much longer, i've got severals idea for dialogue/riddles mecanic.
I hope the complete story will be a 3 part story gameplay, and at least 1 mini game level (almost complete as i wrote this).
2012-06-17 19:15:00

Author:
Zhibou
Posts: 14


Thanks a lot for your detail review.

When i started to make the level, the pointer could not move through layers. I added the feature to allow me some fancy camera angles without the player be frustated by unresponsive click as he actually click next to what he wanted. I can't cheat with perpective.

For the elevator part, in fact I decided to make the player die (the hologramm contrilinator is destroyed). So I can teleport him trough the garage. I do'nt know yet how to teleport without the checpoint trick.

For all the texts parts, i got only one complete font type in my stickers collection. So I wrote everything with it, and it's tedious, I must admit that i got lazzy when i saw the 'thinking cloud" screw up.

The two glitches you mentioned can be explain with the post layer feature, i forgot to update the scenary with some black rubber border to prevent escaping.

For now i'm working on the second part, a shooter mini game. The next real part, will be much longer, i've got severals idea for dialogue/riddles mecanic.
I hope the complete story will be a 3 part story gameplay, and at least 1 mini game level (almost complete as i wrote this).

1. Any time, I love me some good levels to play. Also about the elevator, I just assumed that the bot I was controlling died due to being squished. (which it seems like he was) Not as much of a problem now that I know it was on purpose, but it might be useful to learn that checkpoint trick.

2. I see, yeah those thin letters can be pretty difficult to see when they're not made real big, although that would probably be "too big". I don't what to say, I mean, it wouldn't be nearly as much of a hassle is R1 simply switched to a screen showing options, but like I talked about in the review, there's something about the thought bubble that makes it just work so nicely with the environment and gameplay. So I guess all I can say is, if you have the time, try experimenting with it, and hopefully something much easier would come up. Sometimes stickering the letter over multiple times can make it bolder and easier to read, along with moving the text bubble to the left, although if you do that enough with each letter, stickers could start being removed, and I'm sure no-one wants that to happen.

3. Thankfully, the escape glitches aren't too complex, so hopefully you'll be able to fit some sort of blockade in, if that's alright. Oh, and I look forward to that shooter minigame of yours ^^
2012-06-17 21:37:00

Author:
Dragonvarsity
Posts: 5208


Alright i've finish the shooting mini game.
Here's the lbp.me link : http://lbp.me/v/b4yqq1

You can either play it directly or by the auto level link at the end of part 1.

I take the oportunity to update the first level.
- No more escaping cursor as i block the way.
- Tryied to fix the cut sound of some character lines, a little hard as the result is not always as wanted.
- The think bubble : add a light at the source. No longer appears in the environnement but make a fading screen to a close up (same as the end of the intro). Coudn't find a other way to do it right.
- End of level make automatically link to part 2 (mini game).

Like I said, I want part 3 to be a much better point & click game.
Before i build anything for the level, i want to write down all the dialogues branching and gameplay situations.
I don't to be lost in the future maze of the sackbot chips ^^

The next chapter will takes place in the nightclub. One unique location but with many rooms... and encounters.
bye for now.
2012-06-18 00:07:00

Author:
Zhibou
Posts: 14


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